The following is a response to this reading. If you're not in ICAM 120 none of this will make sense unless you read that article.
In general, Baudrillard discusses the way in which simulation has taken the place of reality. The idea is that a simulation either reflects reality, or masks it. If the purpose of a simulation is to mask reality then the simulation, as well as the values and rules it expresses, becomes the reality. Suddenly the real world is ignored or in some extreme cases wiped out completely. Baudrillard uses Disneyland as an example of a simulated reality in which it's influence on American culture and society has become part of the American value system. Likewise, he claims that Watergate is only a scandal because of the way society tacks on beliefs and value systems.
Naturally, these ideas translate to virtual worlds. Second Life and World of Warcraft act on some level as a reality for users. The avatar a player makes, regardless of the game, is a simulacra of the player. It does not represent who the player is, but is an effigy of what the player wishes to be. And given the anonymity granted to the player, a person can truly live in the simulation as a unique entity.
One of the most important aspects of World of Warcraft's design is its scale. The size of the world requires players to spend hours traversing it in multiple ways. It may be tedious, but traveling in this way adds to the "reality" of the simulation.
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